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File: 1423787079313.png (304.49 KB, 1568x2150, 784:1075, south east asia.png)

 No.7919

if you guys wanna i'll play tommorow at 4 pm (gmt) but i'm not going to be dm this time.

who ever want to be dm go for it
feel free to change maps

 No.7920


 No.7921

>>7920
anyone here?

 No.7922

File: 1423853167124.jpg (149.61 KB, 880x580, 44:29, 1418087721391.jpg)

>>7919
Yes, but a Yurop map pls. This time without a single Russian province though, that kinda broke the game for that traitorous faggot - preferably also under different rules.

 No.7923

>>7922
only 2 hours late
make suck a map and we can use it, or better yet be dm

what rules would you like to change?

 No.7924

File: 1424052358171.png (1.58 MB, 3121x2226, 3121:2226, interplanetary-risk.png)

>>7923
I HAVE A MAP

Rules
Gets
0-2: 0 Regions
3-5: 1 Regions
6-8: 2 Regions
9: 3 Regions
Dubs: 4 Regions
Trips/Pali: 6 Regions (Ignores limit on territory gained by initial interplanetary invasion)
Quads: 9 Regions
Summary: It's like normal risk, except invading other planets is harder. You have to construct a teleporter and a space fleet carrying a beacon which is landed on the planet (so you don't teleport your army into a vacuum.) From that point, you can teleport your armies at will.
Here's an example of how you should post:
Name:Tripcode
>Home-Planet (and any bonuses active)
>Race (and any bonuses active)
>+1 Capital bonus (if applicable)
Capitals: The starting region of a player is their capital. A capital grants an additional region to a player's next roll if they roll a 0, 1 or a 2; if a player loses their capital the bonus is lost and they can only use rolls from 5-9 (a roll of 3 or 4 provides no regions to attack or defend with.) A capital is permanent. If you capture an opponent's capital your bonus is doubled (up to 2, you can not have a bonus of 4.)
Note for offensive actions: If you would like to attempt to capture territory regardless of land lost elsewhere, please state "Devote this roll to offense" it is assumed that your roll is prioritized for defense otherwise.
Alliances: Alliances are non-binding, but recommended; non-aggression pacts are of a non-binding nature as well.
Note for alliances: An ally can "Donate" his roll to you, if an ally rolls a 9 the recipient can use up to 3 of the ally's regions- the ally does not receive any of the captured territory. To send forces to an ally, the sender must have a teleporter and access to a beacon on either the opponent's planet or the ally's planet (the ally's planet would be the recipient of the forces if the ally was fending off an interplanetary invasion.)
Interplanetary invasions: To invade another planet requires the construction of first a teleporter and then an interstellar fleet with a beacon to be landed and linked to the teleporter. It is possible, though not recommended, to first construct the beacon on one's home planet, or even a hostile player's planet- it is feasible that this could aid an ally who has already constructed the initial teleporter on their home planet. Be careful providing players access to a beacon in your capital, alliances are non-binding and it is possible they could invade your capital and capture your beacon; if a player is betrayed and their previous ally fails to capture the capital on the first attempt the traitor's access to that beacon is cut off and they will have to revert to a standard invasion.
You can only capture one region during the initial roll of *any* interplanetary invasion. You can not choose to land a beacon on territories including or adjacent to an opponent's capital, in extreme cases exceptions may be made to this rule. This rule DOES NOT apply if the invasion is rolled with trips+.
Constructing a teleporter: To construct the first teleporter in the game requires a roll of 8 or higher, subsequent teleporters will only require a roll of 7 or higher; if the roll to construct a teleporter fails, it can not be redirected, or rerolled. A teleporter is always constructed at the capital.
Constructing a beacon: A beacon with no escort-an unguarded fleet- requires a roll of 5 or higher to construct, if the attempt fails the roll is wasted. To construct a beacon on one's own planet requires a roll of 4 or higher- it is impossible for one player to use another's beacon without permission, unless it is captured. A beacon, if built on one's home planet, is set at a player's own capital, or it is constructed at the site of the initial invasion (which can not be the opposing player's capital.) If the planet subject to the invasion has prepared an orbital defense (4+), or rolls a successful unprepared orbital defense (7+), the invasion will fail. To construct a beacon, and military vessels capable of destroying orbital defences requires a roll of 8 or higher, and only an orbital defense on high alert (8+) will be able to stop the invasion fleet.

 No.7925

>>7924
Orbital defense: A roll may be sacrificed to prepare an orbital defense before an interplanetary invasion, this action will only require a roll of 4 or higher to be successful and will provide the player a prepared orbital defense until an opposing player destroys it with an escorted invasion fleet. If the invasion is announced and the defender has no defense prepared, the defender may roll (or reroll- but not redirect) for an unprepared orbital defense (7+). If the invading fleet is escorted by military vessels, only a prepared orbital defense combined with a high alert status can defeat it. To go on high alert requires a roll of 8 or higher- you may only roll for high alert if an opponent has announced an invasion, if the announcement is made after the defender has rolled they may cancel their previous roll and re-roll for a high-alert status. Essentially, an attempt for a high-alert status is made immediately after an opponent announces their interstellar fleet has been sent (a guarded fleet, there is no need to go on high-alert against an unguarded fleet.)
Planet Controller: If one player controls an entirerty of a planet's territories, they receive a bonus based on population. This bonus is not lost unless a player loses half of the territories of that planet.

 No.7926

>>7925
Non-essential rules:
Species-Bonus
Humans- Insane: While most species have an aversion to the concept of mutually assured destruction, humans are more liable to go out with a bang- If humans so choose, they can construct 3 engines (each requires a roll of 7+) on their home planet which can be used accelerate their home planet into an opponent's (destroying both in the process.) The engines must be constructed as close to the capital as possible, and can not be the site where an enemy beacon is landed. The engines can be used at any time, but it is recommended to use them when an opponent has first landed interplanetary forces adjacent to the engines. It is legal to beacon territories adjacent to the engines, but they can not be captured before the humans have had an opportunity to use them.
Bios-Ingenius: These bionic humanoids only require a roll of 6 to construct a teleporter at any given time.
Crab People-Crab People: receive a +1 to attacking or defending naval invasions (the white lines connecting two regions concern naval invasions.)
Earth (top left):
High Population: +3 to planet controller
Israel: 6 million percent bonus to shekels
Hyaro (top right):
Medium-High Population: +2 to planet controller, +3 if controlled for 5 turns
Ancient Technology:
Durenheim (bottom right): Ice planet
Small Population: +1 to planet controller
Exceptionally Harsh Winters: Natives of Durenheim have adapted to the exceptionally harsh conditions, if a native defender of Durenheim rolls a 0-2 the attrition their opponents face reduces their roll by -2 (but not below 0).
Pevelos (center):
Small Population: +1 to planet controller
Low gravity: Due to the relatively low gravity of Pevelos, all attempts at interplanetary travel will be successful
Exceptionally difficult terrain: The mild summer storms and low gravity of Pevelos permit mountainous formations of exceptional height and steepness, thus granting a tactical advantage to defenders (+1 for natives of Pevelos when defending, this bonus is only applicable if the defender would have lost territory without it.)
Short seasons: Though winter is a short affair in Pevelos, its inevitable arrival coupled with a lack of suitable land has crippled agriculture in Pevelos throughout the ages (-1 to the initial roll of an interplanetary invasion; subsequent rolls on the planet do not suffer the same penalty, the penalty is not suffered in unoccupied territory.)
Atuvia (bottom left):
Medium Population: +2 to planet controller
Strong Gravitational Pull: Natives of Atuvia have adjusted to the constant and powerful pull of gravity, their compressed stature gives them an advantage when fighting at home, but it serves no purpose on other planets. (Natives of Atuvia: +1 to all rolls on Atuvia, -1 to all rolls on foreign planets)
Dense Atmosphere: Atuvia's exceptionally dense atmosphere provides a heightened resistence to any interplanetary invasion craft (Atuvia only requires a roll of 7 or higher to go on high alert and defeat an interplanetary invasion.)

 No.7927

>>7926
good effort but way to many extra rules, keep it simpler

 No.7928

File: 1424129028320.jpg (137.47 KB, 985x993, 985:993, 20121103020656!Guanyu-dw4.jpg)

>>7927
I'm gonna set up a game, play it here but advertize on /leftypol/ and /pol/

 No.7929

bump

 No.7930

>>7929
Feelz bad mang.



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